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We have developed a simulation technique that uses non-linear finite
element analysis and elastic fracture mechanics to compute physically
plausible motion for three-dimensional, solid objects as they break,
crack, or tear. When these objects deform beyond their mechanical
limits, the system automatically determines where fractures should
begin and in what directions they should propagate. The system allows
fractures to propagate in arbitrary directions by dynamically
restructuring the elements of a tetrahedral mesh. Because cracks are
not limited to the original element boundaries, the objects can form
irregularly shaped shards and edges as they shatter. The result is
realistic fracture patterns such as the ones shown in our examples.
This paper presents an overview of the fracture algorithm, the details
are presented in our ACM SIGGRAPH 1999 and 2002 papers.
O'Brien, J. F., Hodgins, J. K., "Animating Fracture."
Communications of the ACM, July 2000, Vol. 43, No. 7, pp. 68-75.
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